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Forum Index » » Fan Art » » K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer)
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 Author K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer)
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-12 10:13   
Quote:

On 2010-06-12 02:09, Crim {Pants?} wrote:
Quote:

On 2010-06-11 20:02, Kenny_Naboo wrote:
Quote:

On 2010-06-11 16:26, Tael wrote:
looks good but its still not organic enough, most of the current ships have smooth rounded lines, not sharp squared edges.




noted. However there's only so much I can do to make it less 'squarey'.

Already the poly count is sky high due to my use of spheres, cones, and torii, all stretched n warped to get the desired effect. Maybe it needs texturing. Unfortunately I haven't figured that one out yet.

Any Kluth hull textures for me?





Yeah, there is something you can do to smooth the surfaces. Won't let you know, though. And make your own textures.





LOL. tsk tsk. Such attitude.
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Windless Storm
Admiral

Joined: June 06, 2010
Posts: 105
From: classified
Posted: 2010-06-12 11:21   







looks awsome !! good work !!!
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-18 04:53   
Finally had a chance to learn how to work a little on 3DS Max 2010 Design.

Translated.... or rather, redrew, the entire model on 3DS Max.
Also had to redesign it somewhat to keep the poly count under 5000.

Simplified somewhat. It pains me to lose the hull details, but... well... can't win them all.


- Lost the wing pod "claws", replaced with a redesigned pod
- Redesigned Ventral and Dorsal stingers
- Redesigned mandibles at prow/bow of main hull.
- Gave it a more organic look somewhat.


Now it's just lacking textures, which I'm basically looking at tutorials right now and learning.

*Updated pics to include a more K'luthish hue.....













[ This Message was edited by: Kenny_Naboo on 2010-06-18 22:07 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-06-18 04:59   
You know, even if it can't be used for a Dread, it also looks like a cool Sco--*shot*
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-06-18 05:18   
agread. this would also make a *ducks behind riot shield* scout.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-06-18 05:36   
are we unable to resize pics to the allowed size?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-18 05:43   
LOL true I guess. But it has too many polys for that.

I'll try to sketch up a rough Mandi hull next to it for comparison.


I've got ideas for another Kluth dread. Maybe I'll tweak up that ICC dread too.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-06-18 05:46   
WE DO NOT NEED MORE KLUTH DREADS!

we need less than we have now ffs, not more of the same.

But then I guess there is no stopping the trend toward forcing us to look more and more like a human faction.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-18 06:41   
Quote:

On 2010-06-18 05:46, Azreal wrote:
WE DO NOT NEED MORE KLUTH DREADS!

we need less than we have now ffs, not more of the same.

But then I guess there is no stopping the trend toward forcing us to look more and more like a human faction.




take a chill pill, Serious Sam.

It's just a model. It could be a cruiser too.
Or a replacement hull. After all it would be nice if every dread has it's own unique hull model.

Either way it's just for fun.

[ This Message was edited by: Kenny_Naboo on 2010-06-18 06:49 ]
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-06-18 08:11   
Well what am I supposed to do with these missile dread, torp dread, minelayer dread, and gaifen hunter dread I just designed? Come on Azreal!

Yeah, replacements are great. Don't limit yourself to big heavy hitters.

Also you're right - too many polys for anything but a dread.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-18 08:59   

Say, Shig. What are the poly limits for each class anyway?


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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2010-06-18 21:14   
Quote:

On 2010-06-18 08:59, Kenny_Naboo wrote:

Say, Shig. What are the poly limits for each class anyway?




check out the dev guide:
http://beta.darkspace.net/index.htm?module=document.php&doc_id=13&chap_id=676&chap_name=2.3.2
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-18 23:17   

Thanks Jbud.


BTW, I drew a rough mockup of a K'luth Siphon/Mandi class hull as a side by side size comparo.






Just for reference sake. This hull is shorter and wider, probably more bulky than the "Mantis" class hull.
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Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2010-06-19 01:49   
If these pics are going to be this big, then post Thumbnails! If you don't know how then use photo-bucket as it auto gives you the entire URL to copy/paste. Really, the mods haven't been enforcing this rule, but its part of the forums posting rules. Pics are fine as long as they don't re-size the entire website.
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Glaceon
Fleet Admiral

Joined: January 08, 2010
Posts: 141
Posted: 2010-06-19 10:44   
Quote:

On 2010-06-18 08:11, Shigernafy wrote:
Well what am I supposed to do with these missile dread, torp dread, minelayer dread, and gaifen hunter dread I just designed? Come on Azreal!

Yeah, replacements are great. Don't limit yourself to big heavy hitters.

Also you're right - too many polys for anything but a dread.




i like minelayer dreads lol it will be awome
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